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Credits
ACHTUNG! CTHULHU CREATED BY CHRIS BIRCH

Lead Designers Interior Artwork Artists Head of Creative Services


Nathan Dowdell, John Houlihan Gio Baroni, Chaim Garcia, Jon Webb
Boris Martsev, Dim Martin
Writers Video Content Producer
Brad Bell, John Houlihan Proofreaders Steve Daldry

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Federico Sohns, Virginia Page,
Editors John Houlihan, Shaun Hocking Sales Manager
John Houlihan, Sam Webb, Federico Rhys Knight
Sohns Achtung! Cthulhu Line
Development Customer Service

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Graphic Designers John Houlihan, Gavin Dady, Lloyd Gyan
Matthew Comben, Richard L. Gale, Federico Sohns, Sam Webb
Michal E. Cross Office Manager
Chief Creative Officer Shaun Hocking
Layout Chris Birch 
Richard L. Gale, Michal E. Cross Data Analyst
Chief Operations Officer Benn Grayeaton
Art Directors Rita Birch
Katya Thomas, Federico Sohns, Bookkeeper

Cover Artists
Boris Martsev
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John Houlihan, Jon Webb, Chris Birch Managing Director
Cameron Dicks

Head of Product
Valya Mkrtchyan

Playtesters
Massive thanks to the Achtung!
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Sam Webb Cthulhu Kickstarter backers from
2013, the playtesters for the new 2d20
edition and everyone who’s been part
of the Modiphius family
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LEGAL
Achtung! Cthulhu ® Modiphius Entertainment 2020.
Artwork © Modiphius Entertainment Ltd 2020.
The Achtung! Cthulhu, Nachtwölfe, Black Sun,
Section M, Majestic & Modiphius Logos
© 2012-2020 Modiphius Entertainment Ltd.
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The 2d20 system and Modiphius Logos are copyright


Modiphius Entertainment Ltd. Modiphius Entertainment Ltd. 2020. All 2d20 system
2nd Floor, 39 Harwood Rd, text is copyright Modiphius Entertainment Ltd. Any
London SW6 4QP, United Kingdom unauthorised use of copyrighted material is illegal.
info@modiphius.com Any trademarked names are used in a fictional manner;
www.modiphius.com no infringement is intended. This is a work of fiction.
Any similarity with actual people and events, past or
present, is purely coincidental and unintentional
Modiphius Entertainment Product Number:
except for those people and events described in an
MUH051745-PDF
historical context.  All Rights Reserved.
Contents

Achtung! Cthulhu
Quickstart

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What is Achtung! Cthulhu?....................... 4


Secret Forces of the Secret War ............. 6
Quickstart Rules ............................................... 8
Into the Secret War ........................................8
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Characters ........................................................9
Tests ...................................................................10
Momentum .......................................................12
Action and Conflict ........................................14
Magic .................................................................18
Mission: A Quick Trip to France .................20
Black Sun Forces ............................................33
Mythos Creatures ............................................35
Pregenerated Characters ............................. 36
Tests: Quick Reference ..................................44
What is
Introduction  What is Achtung! Cthulhu?

Achtung! Cthulhu?

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Growing up as a British kid on a diet of Weird War and
Sgt. Rock comics fuelled a thousand ‘weird’ battles
with my Airfix soldiers and tanks. It wasn’t until I read
H.P. Lovecraft’s At The Mountains of Madness that things

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clicked. What if the Nazis reached the ancient city in
Antartica first, what if there was a ‘secret war’ taking
place, behind the scenes, to ensure the Nazis didn’t
awaken a greater evil? This went beyond the usual staple
of mere vampires, zombies and werewolves in World War
Two, it was a much deeper storyline.

Achtung! Cthulhu was born in 2012 as the first fledgling


ideas came to life in our first releases, Three Kings and

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Heroes of the Sea by Sarah Newton, as Section D agents
learned of a new menace growing behind enemy lines. We
followed that up with the Achtung! Cthulhu Kickstarter in
early 2013, which was only supposed to launch a couple of
books, but thanks to over 1700 amazing backers, 11 books,
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a load of miniatures, merchandise, and more were funded.
The books were developed with rules for both Savage
Worlds and Call of Cthulhu 6th edition to reach as wide an
audience as possible and went on to win many awards.
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Introduction  What is Achtung! Cthulhu?
Achtung! Cthulhu drops you into an epic age old secret every battle, you’ll need to dig deep into forbidden tomes,
war, which started with the conflict between the old ancient spells, esoteric knowledge, forge uneasy alliances
gods that saw the fall of Hyperborea, Atlantis, the Roman and mix that with a healthy dose of experimental weapons,
Empire, Napoleonic Wars, World War Two, and will be or “funnies” as us Brits like to call them!
fought through many aeons to come.
Our very own Achtung! Cthulhu characters walk a fine
The age old terror represented by the Cthulhu Mythos line between light and dark. Natalya the Belarussian tank
promises destruction and chaos on such an epic scale that commander possessed by the raw fury of the deep forests
our heroes can only delay the end by a few more years. and Arianne the French resistance agent bound to an
Achtung! Cthulhu promises a tiny sliver of hope. The ancient demon, are just two examples. What sacrifices will
real heroes of World War II, normal people who became you make to defeat the Cthulhu Mythos in this world?

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resistance fighters or soldiers, feared that the Nazi war
machine was just as undefeatable as we imagine Cthulhu, Now this new edition of Achtung! Cthulhu, built using
yet they still fought on. They fought often without hope our own cinematic 2d20 game system dials up the ‘weird’
for themselves, but that someone else might get the chance to expand on the original game with more secret bases,

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to end the war. This hope was well founded: the vast more ancient mysteries, more terrifying creatures, fantastic
machinery of the Third Reich was finally defeated though technology, and some exciting hints of what’s to come. It is
by terrible sacrifices by the allied nations. a secret war that isn’t just limited to the 20th Century, but
spans millenia. We’ve got your six, so get ready because the
Secret War has begun!
I HOPE YOU ARE INSPIRED
TO LEARN ABOUT THE REAL Until next time, Keep calm and carry on, soldier!
PEOPLE THAT INSPIRE THESE
TALES OF HEROISM.

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Achtung! Cthulhu throws you in to this epic struggle ready
to go guns blazing against the forces of the Cthulhu Mythos
as they jostle for control of Earth. However, guns won’t win
— Chris Birch, Section M HQ.
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Secret Forces of the
Introduction  Secret Forces of the Secret War

Secret War

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Section M
“We’ve not got much time. Or much hope. But, we do have success is due to a combination of those great British

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a stiff-upper lip. So that’ll just have to do.” virtues — indomitability and luck — while leaning on
the cosmopolitan diversity of its former Empire to fill in
— Viscount Alexander ‘Alec’ Towton Head of Section M
any gaps. By war’s end it has matured into a formidable
fighting force.
Section M’s mission is to oppose and foil Black Sun and
Nachtwölfe’s worst machinations and serve as Britain’s
The strength of Section M lies in its unorthodoxy, its
front line occult force in the Secret War. It’s always
faintly amateur ethos and its adaptability, reacting
playing catch up, as it was not officially brought into
directly to situations without the burden of endless
being until 1939, but ‘better late than never’, say
bureaucracy. Its chief, Sir Alec Towton is a brave and
Section M’s operatives, that’s just the nature of war.

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Despite its initial over reliance on a forgotten archive
of Victoriana and a talent for improvisation and making
do — Section M survives and eventually thrives. Its
indefatigable leader, adept at spotting an array of talent
and harnessing it for Section M’s exacting needs. Its
most notable operatives include Corporal Akhee “the
Eye” Singh, Captain “Badger” Harris, Natalya Petrova,
and “Mad” Jack McMasters.
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Majestic
“The Nazis are meddling with forces they shouldn’t and that firepower and technology, mixed with raw courage and
means we have to get our hands dirty too. The only way to tenacity, to create a flexible fighting force which serves
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survive is to fight fire with fire.” across many fronts with distinction.

— Sally Armitage, Commander of Majestic


Majestic’s foremost goal is to defend American interests
and it often finds itself as the tip of the spear, going
Majestic, the United States’ special occult force in the
toe-to-toe with Axis and Mythos foes and strong-arming
Secret War, shares Section M’s mandate of opposing
them into submission, albeit at a high cost in lives and
Black Sun and Nachtwölfe and their Mythos allies.
material. Majestic runs a huge variety of missions and
Although certain agents actively assist their British
operations, ranging from small team reconnaissance
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counterparts prior to the United States’ entry into the


teams to battalion-sized airborne combat drops. Given
war, it is not until late 1942 that “the Office of Mumbo-
the loose and distributed nature of Majestic’s network,
Jumbo”, as J Edgar Hoover disparagingly terms it,
agents in the field often find themselves improvising
comes into its own. Although late to the party, Majestic
to address the unexpected and its heroes include the
is well funded and resourced and uses American
formidable Professor Richard Deadman and Sergeant
ingenuity to fuse together a powerful combination of
Brandon Carter.

KNOWLEDGE, POWER, AND MADNESS ABOUND HERE,


WHERE THE HYPERBOREANS IMPRISONED AN ASPECT
OF THE OUTER GOD YOG-SOTHOTH.

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Black Sun

Introduction  Secret Forces of the Secret War


“Yog-Sothoth is the gate, the key and the guardian. When of consciousness. There, on the fabled Plateau of Leng
the black sun is released and its solar rays wash over the under the inky, sombre gaze of its dark star, lies the
Earth, then all men will know his dominion, and despair.” valley of the black sun. Knowledge, power, and madness
abound here, where the Hyperboreans imprisoned an
— Exarch Reinhardt Weissler
aspect of the Outer God Yog-Sothoth in an unnatural
solar orb aeons ago.
Through Hyperborean magic and dark pacts with the
ancient gods of the Mythos, the Nazi Order of the
Based at the sinister forbidden fortress at Wewelsburg

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Black Sun practices foul sorcery and summons evil
castle and driven by its ruthless leader, Reinhardt
creatures from other dimensions to rule the battlefields
Weissler and his four Priors, the Order of the Black Sun
of men. Even though their warrior-sorcerers, trooper
works inexorably toward its primary goal, acquiring
foot soldiers and captive horrors become a terror to
the magic and artefacts necessary to free Yog-Sothoth
the allies, Black Sun’s practical work for Hitler’s brutal

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from its solar prison in the Dreamlands, and unleash it
regime is not its true aim.
upon this dimension. There it will shine its unholy light
on Earth and rain destruction and terror on mankind
In the strange, alien place between wakefulness and
forever more.
sleep, one finds the Dreamlands, a realm beyond the veil

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Nachtwölfe
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“Science, technology, an indomitable will to power, and the Nachtwölfe specialists stalk the battlefield and are
Blauer Kristall, these are the tools we will use to prevail instantly recognisable by the eerie blue glow of their
against all our enemies, both foreign and domestic.” advanced weaponry and technology, fabricated by the
scientific staff who pursue Mina Wolff’s vision of an
— Mina Wolff, head of Nachtwölfe.
advanced Germany. Nonetheless, their methods are still
without conscience and ethical or moral considerations
Nachtwölfe, the Night Wolves, were originally part of Black
and Nachtwölfe creates many horrors of its own. The
Sun, until Mina Wolf’s great betrayal when she split from
Cerberus-Gruppe actively encourage their staff to push
Exarch Reinhardt Weissler, splintering off to form her own
the limits of science using highly questionable methods.
occult organisation with the tacit backing of the Fuhrer.
“The ends justify the means” is their warped thinking in
Nachtwölfe’s primary focuses are science, technology,
creating this new order for the Third Reich. Senior staff
progress, biological enhancements and wonder weapons
include Gerd Schmidt, commander of the Nachtwölfe
(wunderwaffen) powered by Blauer Kristall (Blue Crystal) to
elite Wolf Guards and Krafft Heimburg, head of the
help win the war for Nazi Germany. They scour the world
scientific division.
for rare Atlantean technology, looking to learn its secrets
while harvesting the rare Blauer Kristall which powers it.

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Achtung! Cthulhu 2b20
Chapter 1  Quickstart Rules

Quickstart Rules

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Into the Secret War
Amidst the battles of World War II, brave Allied heroes hope, the brave men and women of Britain’s Section M

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fight a Secret War against the Nazi forces of the occult, and the US’s Majestic, whose task is to take the fight to
the fearsome Black Sun who favour magic and monsters, these foes and foil the Nazi occult threat.
and their fierce rivals Nachtwölfe—the Night Wolves—
who use ancient technology and forgotten secrets to
make terrifying wonder weapons. Challenge Dice Result
D6 RESULT CHALLENGE DICE RESULT
With their terrible Mythos allies, these factions are on
the verge of tipping the course of the war in favour of 1 1
their Nazi masters. Yet opposing them are the Allies’ last
2 2

Before You Start


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0

1, plus Effect
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Before you begin to read though this quickstart guide
6 1, plus Effect
and play Achtung! Cthulhu it’s a good idea to check
you have the following materials:


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Twenty-sided dice – also known as d20s. These
are used for resolving skill tests. You will usually
roll two twenty-sided dice, or 2d20, but as many WHAT IS 2D20?
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as 5d20 can be rolled at once.


The 2d20 system is designed to create

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Challenge Dice are special six-sided dice dramatic and narrative action from the
and are primarily used for inflicting stress roll of 2d20. Players aim to roll under
and determining how much protection your a target number on each of the dice, and
character receives from cover. Challenge Dice score successes to achieve the amount (the
are denoted in the text by the symbol. Each “difficulty”) of the task. Extra successes
die has four possible results—a score of 1, a over the difficulty create “Momentum”. This
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score of 2, two scores of 0 and two faces with Momentum can be used to create cinematic
the Effect symbol. action or gain advantageous effects, but
other players can also use it gain additional

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Six-sided dice otherwise referred to as d6 can
also be used instead of Challenge Dice, if so you’ll d20s for their own rolls.
need at least six between all the players. You can
consult the Challenge Dice Results table for the Players also have the option to give the
equivalent Challenge Dice result. gamemaster something called “Threat” points,
to purchase additional d20s for their rolls,

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Tokens to keep track of Momentum and Threat but this comes at a risk. Threat represents
(covered later). You will need six tokens for everything that can go wrong in an adventure
Momentum and a dozen for Threat; it helps if they and is a gamemaster resource to make the
are two different colours. character’s lives interesting if they push
their luck!

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Paper, pens, and pencils to make notes and
draw maps.

8
Characters

Chapter 1  Quickstart Rules


Each character in Achtung! Cthulhu is defined by six
attributes, which embody the character’s physical and
mental abilities, and skills that define their expertise in
certain fields.

ATTRIBUTES
Agility. A mixture of speed and balance, which is

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responsible for your character’s movement and motion.

Brawn. Your character’s physical endurance, health and


physical conditioning.

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Coordination. Your character’s fine motor skills,
accuracy, and sense of time and rhythm.

Insight. Your character’s perception, instincts, and their


ability to comprehend the world around them.

Reason. Your character’s ability to apply logic, intellect,


and learned facts to a situation.

Will. Your character’s sense of self, their mental strength,


and their sense of self-discipline.

SKILLS e
Academia. Your character’s ability to study new information,
and when trying to recall facts about a subject.
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Athletics. Your character’s physical conditioning, and
their ability to exert force and move their body in a
variety of ways.

Engineering. Your character’s technical and mechanical


expertise as well as their ability to operate complex or
untested equipment.
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Fighting. Your character’s ability to use violence and to


defend against it.

Medicine. Your character’s ability to alleviate pain,


illness, and suffering. It is used to treat both physical
and mental injuries.

Observation. Your character’s awareness and ability to


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discern information from their surroundings.


Tactics. Your character’s ability to perceive the overall
Persuasion. Your character’s ability to influence others, situation and devise a plan appropriate to it, including
through speech, body language, and other methods, military strategy and tactics, team dynamics and
and allows a character to spot when others are leadership in some contexts.
attempting to do the same.
Vehicles. Your character’s ability to operate, care, and
Resilience. Your character’s ability to resist, ignore, maintain vehicles of all kinds.
endure, and recover from a variety of challenges: from
physical injury, to mental distress, magical effects, and
similar phenomena.
FOCUSES
Focuses allow a character to demonstrate greater
Stealth. Your character’s ability to avoid notice and pass
specialisation within a skill, and the kind of advanced
undetected and unhindered through hostile territory.
training that comes from deeper study and practical
Survival. Your character’s ability to survive in experience. Focuses increase the chances of the character
inhospitable conditions and environments. critically succeeding on a skill test if a focus is applicable
to the activity the character is trying to achieve.

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Tests
Chapter 1  Quickstart Rules

Whenever a character attempts to complete an activity b. Each die that rolls a natural 1 scores two successes.
where the outcome is in doubt, or where failure would be
c. Each die that rolls a 20 causes a complication (see
interesting, the character attempts a test.
Complications, p.11)

ATTEMPTING A TEST 5. If the number of successes scored equals or exceeds


the difficulty of the test, then you pass the test. If
A test involves a single attribute and skill, a focus if one is
the number of successes is less than the difficulty of
applicable and is made by rolling two or more d20s.

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the test, then the test fails. Any successes in excess
of the difficulty of the test generate Momentum (see
1. The gamemaster chooses which attribute and
Momentum, p.12)
skill are appropriate for the test being attempted,
sometimes in conjunction or after a negotiation 6. The gamemaster describes the outcome of the test.

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with a player. They also consider if the character has If the test is passed, the player may spend Momentum
any applicable focuses. Add together the attribute and to improve the result further. After this, the effects of
skill chosen, this is the target number for the test. any complications are applied.

2. The gamemaster then sets a difficulty for the test.


This is normally between 0 and 5; with 0 representing
OPPOSED TESTS
an easy task and 5 the most difficult, most common At times, a character may find themselves trying to beat
tests have a difficulty of 1. The difficulty is the number an opponent. These situations call for an opposed test.
of successes the player must roll on their d20s to Here an active character attempts to perform an action,
successfully pass the test. while the reactive character is trying to resist them. Both

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3. The player rolls their dice pool. The player takes
two d20s, and may choose to purchase up to three
additional d20s by spending Momentum, adding to
Threat or using Fortune (see Improving the Odds, p.11).
Once additional dice have been purchased—if any—the
characters usually attempt a skill test with a base difficulty
of 1. The outcome of the opposed test depends on each
character’s results.

Active Character Succeeds, Reactive Character



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Fails: The active character achieves their goal, and
player rolls their dice pool.
their test is successful.
4. Each die that rolls equal to or less than the target
Active Character Fails, Reactive Character

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number scores a single success.
Succeeds: The active character fails to achieve their
a. If there is an applicable focus, then each die that goal, and the reactive character’s test is resolved. Some
rolls equal to or less than the skill rating being used opposed tests have a specific additional outcome for
scores two successes. the reactive character’s test.
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Both Characters Fail: The active character fails to



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achieve their goal, but the reactive character gains no
Difficulty Zero Tests additional benefit.

Some tests may be reduced to difficulty 0. Both Characters Succeed: Compare the total

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Difficulty 0 tests do not require a dice roll: they Momentum generated on each character’s skill test.
are automatically successful with no risk of The character with the higher Momentum wins,
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complications. However, because no roll is made, and achieves their goal, but loses one Momentum
they cannot generate Momentum—even bonus for each Momentum their opponent scored. The
Momentum from talents, even for particularly loser then loses all the Momentum they generated,
advantageous situations—and the character cannot and they cannot spend any. In the case of a tie, the
spend any Momentum on the test’s outcome either. active character wins, but loses all the Momentum
they generated.
At the gamemaster’s discretion, a character can roll the
dice on a test with a difficulty of 0 and can generate
Momentum as normal (because zero successes are
TRUTHS
required, every success generates Momentum), but A truth is a single word or short phrase, which describes
this comes with the normal risk of complications as a significant fact or aspect about its subject. Truths define
well. This sort of difficulty 0 test can be useful if it’s what is and what isn’t possible, and whether skill tests
important how successful a character is, but there’s no are easier or harder to attempt. If a truth stops being
real chance of failure. important, or ceases to be true, it is no longer a truth.

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Chapter 1  Quickstart Rules
In rules terms, if the truth applies, it does one of the
following:
TEST DIFFICULTY
Unless otherwise noted, most tests have a base difficulty
The truth makes an action easier, reducing the

? of 1. Routine or straightforward tests might have a
difficulty of the skill test by 1. base difficulty of 0, while harder more challenging tests
will have higher difficulties. After this the gamemaster
The truth makes something more difficult, increasing

? considers if there are any additional factors in the current
the difficulty of the skill test by 1.
scene, or affecting the characters involved, that would
The truth makes an action possible, or impossible.

? affect the base difficulty of the test.

If a truth should have a particularly intense effect the



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gamemaster can add a number after the name of the
truth, increasing the modifier of the difficulty. For
Example Difficulties
example, Smoke could be made more intense by calling DIFFICULTY EXAMPLE
it Smoke 2, making the difficulty to shoot through the
0 Researching a widely known subject
smoke increase by 2, rather than 1.

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1 Overcoming a simple lock
COMPLICATIONS 2 Driving across challenging terrain
Sometimes unforeseen problems crop up or there are Does your disguise pass muster
3
inescapable consequences for acting, these come in the under intense scrutiny?
form of complications; a truth that has a uniquely negative
impact on the characters they affect. Complications make Deciphering an unknown
4
skill tests harder or impossible after they are introduced. alien language

Retaining your sanity as you stare


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Complications can occur in one of a few ways:

Rolling a 20: When attempting a skill test, each d20


that rolls 20 causes a complication, which comes into
effect once the test has been resolved.
5

IMPROVING THE ODDS


into the face of an elder god!
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Achtung! Cthulhu provides several ways for players to
Gamemaster Introduction: The GM can introduce

? improve their chances of success by buying additional
complications by spending Threat.
d20s to roll on a test:

SUCCESS AT A COST Assistance: One or more characters can assist with



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the test. Each character attempting to assist rolls
Some skill tests can’t really be failed outright; rather,
1d20, using a target number of their own attribute
it’s uncertain whether the test can be completed without
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+ skill combination. Any successes they score are


problems. In this situation, the gamemaster may allow
added to the test’s successes, providing the main
you to succeed at a cost. With this option, a failed roll
character attempting the test scores 1 success. Assisting
still means you pass the skill test, but you also suffer one
characters never roll more than 1d20.
automatic complication in addition to any that occur
because of the dice rolled. Momentum: Momentum can be spent to buy up to 3

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additional dice.
Although the failed test has produced a successful
Threat: Players may add to Threat to buy up to 3

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outcome, you cannot spend Momentum to improve the


additional dice.
outcome of a skill test. Momentum can only be spent on
the test if it was successful due to the dice roll. Fortune: Spending a single point of Fortune allows

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a player to take one of their d20s, and change it so
that it shows a 1 instead of rolling it, giving them two
ous
hide
successes automatically before rolling.
ic,
k mag
Dar m bey
ond Talents: Some talents can grant bonus d20s in specific

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f r o
ures lot,
circumstances but this will depend on context and they
creat A v e ry rum
rl d ? still count towards the number of bonus d20s that can
this wo fellows
! be purchased.
s e B l a ck Sun
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rris
For the gamemaster, buying bonus d20s for non-player
B a d g er” Ha characters has fewer options. The gamemaster may spend
ic “
ain Er
- Capt
points of Threat to add dice to a non-player character’s
test. Non-player characters do not have Fortune.

11
Momentum
Chapter 1  Quickstart Rules

Each success above and beyond the difficulty of a test The GM typically begins each adventure with 2 Threat
becomes one point of Momentum, which the character for each player present at the start of the session. They
may use immediately, or save for later. Momentum is a gain Threat in the following ways:
valuable pooled resource that allows characters to improve
upon their successes or gain additional benefits. Threatening Circumstances: The environment or

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circumstances of a new scene may be perilous enough
The Momentum pool cannot contain more than 6 to warrant adding one or two Threat to the pool auto-
Momentum at any time. matically. Some important NPCs may generate Threat

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simply by arriving in a scene, in response to changes
Bonus Momentum in the situation, or by taking certain actions. This also
Some situations, items, and talents grant a character bonus includes activities that escalate the tension
Momentum. This is added to the amount of Momentum of the scene, such as NPCs raising an alarm.

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you generate from a successful skill test. Sometimes it is
Non-Player Character Momentum: NPCs with

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specified that bonus Momentum can only be used in a
unspent Momentum from their skill tests cannot save
specific way, such as buying dice, or obtaining information.
it like player characters can: NPCs don’t have a group
Momentum pool. Instead, an NPC may add to Threat,
Bonus Momentum cannot be saved to a Momentum pool:
adding one Threat for every Momentum they have
if it is not used when it is generated, it is lost forever.
remaining.

Complications: When a player character suffers one or



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Example Uses for Momentum more complications on a skill test, they can choose to
avoid them by adding 2 Threat to the Threat pool.

listed below.


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The most common ways to use Momentum are

Buy d20s: The character gains bonus d20s on


Momentum Spends: Momentum spends can be paid

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for by the players by adding Threat to the pool instead
of spending Momentum.

The gamemaster can spend Threat in a number of ways,


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their next skill test. The first die purchased costs 1
Momentum, the second 2, and the third 3. here are some common examples:


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Create Truth: For 2 points of Momentum, create
Non-Player Character Momentum: NPCs can spend
a truth for a character or the target of an action.

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Threat in all the ways that player characters use

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Obtain Information: For each Momentum spent Momentum.
the character’s player asks the gamemaster a
Non-Player Character Threat Spends: When a player

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single question about the situation, environment,
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character’s action would normally add points to Threat,


or the characters present, which is not immediately
an NPC performing that same action, or making that
obvious depending on the skill test attempted. The
same choice, must spend an equivalent number of
GM must answer truthfully, but can be as detailed
points of Threat.
or vague as they wish. This spend can be repeated.
Non-Player Character Complications: If an NPC

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Reduce Time: You can spend Momentum to
suffers a complication, the gamemaster may buy off
reduce the time it took to complete your test. The
that complication by spending two Threat.
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reduction in time is down to the gamemaster, and


you can vary the amount of Momentum you spend Truth: The gamemaster may change or create a truth

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depending on how quickly you want to complete by spending two Threat. This must come naturally from
the test. some part of the current situation.

Reinforcements: The gamemaster may summon



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additional NPCs during a scene. Minor NPCs cost one

THREAT Threat each, while Notable NPCs cost two and Major
NPCs three.
As player characters generate and spend Momentum,
Environmental Effects and Narrative Changes:

?
the gamemaster generates their own currency, called
The gamemaster may trigger or cause problems with
Threat. The GM spends Threat to alter scenes, empower
the scene or environment by spending Threat.
non-player characters, and generally make things more
challenging, perilous, or unpredictable for the player
characters. Players can also add to the Threat pool instead
of spending Momentum.

12
Chapter 1  Quickstart Rules
e
fil
e
pl
NTER OF THIS KIND...
THEY WERE NOT PREPARED FOR A CLOSE ENCOU

FORTUNE
m

Challenge Dice). This option may be selected after the


dice have been rolled.
Fortune can be used to pull off extraordinary actions,
perform exciting stunts, make one-in-a-million shots or Additional Major Action: In conflict you immediately

?
provide an edge during life-or-death situations. take an additional major action this turn, as soon as
the first one has been resolved. Outside of a conflict,
Each player character begins each adventure with you can perform another skill test or other significant
three Fortune points, and they may not have more action immediately, before anyone else has an opportu-
Sa

than five Fortune points at any time. Any excess nity to respond.
points are immediately discarded. Each player may
Avoid Defeat: The character may spend a Fortune

?
only spend one Fortune point per scene.
point when they are defeated to return from defeat,
either immediately, or at some point later in that scene.
Here are some common ways players can benefit when
spending Fortune: Make It Happen: The player introduces a new

?
fact or detail about the current scene, which takes
Critical Success: A Fortune point may be spent

? the form of a truth. It must relate to the character
before a skill test to set a single d20 so that it auto- creating it, though it may represent something
matically rolls a 1 (generating two successes auto- happening in a flashback, or it may be assumed to
matically). This option must be selected before any have always been true but only now becomes rele-
dice are rolled on that skill test, and you must roll the vant. This must be used before rolling the dice on a
remaining dice in the pool. skill test, and it can only affect the skill test it has
been created for.
Reroll: A Fortune point may be spent to reroll any

?
number of dice in the character’s dice pool (d20s or

13
Action and Conflict
Chapter 1  Quickstart Rules

Embracing its heroic, pulp-flavoured nature, action scenes Close range is defined as the zone you are in, or a

?
in Achtung! Cthulhu are fast-paced and enthralling, distance of 0 zones.
requiring quick decision-making and decisive action on
Medium range is defined as an adjacent zone, or a

?
the part of its players.
distance of 1 zone.

ZONES AND DISTANCES Long range is defined as two zones away, or a distance

?
of 2 zones.
To visualize your place in an action scene, it’s important

e
Extreme range is any zone beyond long range, or a

?
to keep track of which zone your character is in. Zones
distance of 3 or more zones.
are defined by the terrain around them and tracking a
character can simple be a matter of description—an enemy
might be ‘behind the control panel’ or ‘in the corridor’. ROUNDS AND TURNS

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This has the advantage of relying on natural language and
An action scene is a sequence divided into rounds and
intuitive concepts.
turns. During a round, each character takes a single turn.

The gamemaster may also use a map or sketch to mark


The gamemaster chooses a single character to start the
out the zones of a location, using markers to show your
action scene. This is usually a player character unless
position in the scene.
there is a good reason for an NPC to start first.

In combat, movement and ranges are measured in four


Order of play goes back and forth between PCs and
categories, and one state:
the NPCs until everyone has had a turn. Once all


?
e
The state of reach is when an object or character is
within arm’s length or melee weapon range. Reach
isn’t a specific range, but rather is a state that you can
enter when you move. When you move into or within
a zone, you can move into or out of reach of an object
characters on both sides have taken a turn, one point
of Momentum is lost from the PCs’ group Momentum
pool. The action passes to a character on whichever side
did not take the last turn, and the whole process begins
again for the next round.
pl
or character. Being within reach of an enemy increases
the difficulty of any skill test that isn’t a melee or ACTIONS IN COMBAT
mental attack by 2.
Each turn, a character can attempt a single major action,
and a single minor action.

Commanding Non-player Minor Actions


Characters
m

You can take one minor action on your turn. You can
spend 1 Momentum to take one additional minor action
Sometimes the players will be given control of (once per turn), and each minor action can only be taken
an allied non-player character. An NPC under the once per turn.
command of a player character does not receive a
turn in a conflict; instead their actions are resolved Aim: You can reroll 1d20 when you make an attack

?
as part of the actions of the PCs commanding them. this turn.
Sa

Draw Item: You pick up an item within reach, or draw



?

?
Minor Actions: A commanded NPC will
an item you are carrying. If the item doesn’t require a
perform minor actions as needed to keep up
skill test to use, you can use it immediately for free.
with the PCs and to follow their orders. They
do not spend Momentum to perform an extra Movement: You move to any point within medium

?
minor action. range, and can stand, or drop prone, as part of this
movement. You can’t take this minor action if you have

?
Major Actions: Commanded NPCs cannot
taken the Rush action (see Major Actions) or if you are
make skill tests as a major action, unless a
within reach of an enemy.
player character uses the Command major
action, or if the NPC performs the Assist major Prepare: You take a second to set up a major action.

?
action. A number of commanded NPCs may Some major actions, such as spellcasting, require this
perform a major action equal to the character’s minor action before they can be taken.
Tactics skill.

14
Chapter 1  Quickstart Rules
Conflict Momentum Spends
In addition to the previously mentioned Momentum spends the following are available in combat:

OPTION COST EFFECT


Increase the stress inflicted by a successful attack. Each Momentum spent
Bonus Challenge Dice 1
adds +1 to the Challenge Dice pool, before the rest are rolled.
The character gains +1 morale (to a maximum of 4 ) until the start of their
Confidence 1
next turn.

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If within reach, one weapon held by the target is knocked away and falls to
Disarm 2 or 3 the ground. This costs 2 Momentum if the target is holding the weapon in
one hand, or 3 Momentum if the weapon is held in two hands.
Knockdown 2 The target is knocked prone.

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Minor Action 1 The character may attempt one additional minor action during their turn.
An additional target within reach of the primary target is also affected by the
Secondary Target 2
attack, suffering the full effects of the attack.

Major Actions Pass: You choose not to or cannot attempt a major



?
You can take one major action each turn. You can spend action.
one Fortune point to take a second major action, once per
Ready: You choose another major action to take as

?
action scene.

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Assist: You assist a character with a skill test during

?
their turn. It may be that you assist them before your
turn, in which case your major action is taken up by
doing so when it comes to your turn. Roll 1d20 using
a reaction to something else. When the trigger event
occurs, you temporarily interrupt the current charac-
ter’s turn to resolve your readied major action, and
then play proceeds as normal. If the triggering event
does not occur before your next turn, the action is
pl
lost. You can still perform minor actions during your
your own attribute + skill combination. Successes
turn as normal.
you score are added to the assisted character’s,
providing they score at least 1 success. Assisting char- Rush: You sprint as fast as you can, making an Agility

?
acters never roll more than 1d20 + Athletics test with a difficulty of 2, to move
anywhere within long range. You can’t take this action
Attack: You attack an enemy or object (see Making an

? if you’ve already taken the Move minor action. Loca-
Attack, p.16).
tion truths may increase the difficulty of this skill test,
m

Cast a Spell: Spellcasters can cast a spell, but must



? and this skill test always allows success at cost.
have taken the Prepare minor action beforehand. The
Stabilise: If a character is dying, then you can provide

?
spell may require a skill test, as noted in the spell’s
medical attention with a Coordination + Medicine
effect description.
test with a difficulty of 2. If you succeed, the dying
Catch Breath: You take a moment to remove stress

? character’s condition is stabilised—they are no longer
from your track, or remove a weapon effect you are at immediate risk of dying, but they remain defeated.
suffering. This is a Will + Resilience test with a diffi-
Sa

Skill test: You make a skill test, at the discretion of



?
culty of 2. Success either removes stress equal to your
the gamemaster.
Resilience score (plus 1 stress per Momentum spent),
or removes an ongoing effect, such as the Persistent
weapon effect.

Command: You issue a command to another character



?
under your control. That character performs a major
action to resolve your command, taking any minor
actions required to complete the order.

Create Truth: You alter the circumstances of the



?
battle, to give yourself an advantage or to hinder the
enemy. This is a skill test with a difficulty of 2, using
an attribute + skill appropriate to how you are
altering the scene. If successful, the character creates a
new truth, changes an existing one, or removes a truth
from the scene.
15
ATTACKS, STRESS, AND INJURIES
Chapter 1  Quickstart Rules
c. Inflict Stress: The target adds any remaining stress
to their stress track and checks to see if they have
An attack is any action made with the intention of
sustained any injuries (see below).
harming another character, NPC or creature, or inflicting
stress upon an object. d. With a melee attack, if the target won the opposed
test, they may choose to inflict stress to you instead,
There are two forms of attack available to characters: or move to any point within close range.
physical, and mental.
Injuries
Physical attacks are either melee or ranged. Here’s how a The character will suffer an injury if one or more of the
typical attack sequence plays out: following conditions occur:

e
1. Declare the Attack: Choose a target that you can If the character suffers 5 or more stress from a single

?
see, and a weapon to use. If you want to make a attack or hazard after reduction for resistance.
melee attack you must be within reach of the target, if
The character’s stress track is filled.

?
you want to make a ranged attack you must be able to

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see the target. The character already had a full stress track and takes

?
further stress.
2. Skill Test: You attempt a skill test, determined by
If two or more of these conditions occur at the same

?
the type of attack. Each type of attack may have fur-
time, characters may suffer multiple injuries.
ther adjustments to difficulty.

a. Melee: Attempt an Agility + Fighting test with a Each injury you suffer increases the complication range
difficulty of 1, opposed by the target’s own Agility of your skill tests by 1 until treated. Once a character
+ Fighting test, also difficulty 1. has suffered three injuries, in any combination, they are
defeated and can no longer act in the scene. If a character

e
b. Ranged: Attempt a Coordination + Fighting Test,
with a base difficulty of 1, if you are within range.

c. Mental: Attempt a Will + Academia test with a


difficulty of 1, opposed by the target’s own Will +
Resilience test, also difficulty 1. Mental attacks are
is defeated and has more physical injuries than mental
ones, they are also dying. At the end of each of a dying
character’s turns, roll 1 , plus one additional for each
successive turn they have been dying. If the character rolls
two or more effects, they die from their injuries.
pl
used to threaten and intimidate opponents.
Fatigue
3. Inflict Stress: If the skill test succeeds then the Some events and environmental effects will affect a
attack inflicts stress, as described below. character’s ability to act.

a. Roll Challenge Dice: Roll the number of


When a character suffers fatigue, it reduces their
indicated by the weapon, and total the number of
maximum stress by 1 for each point of fatigue suffered. If
m

stress inflicted and any Effects.


a character’s maximum stress is reduced to 0, any further
b. Roll Cover: The target rolls any cover they fatigue means the character falls unconscious – this is the
have available, and adds it to any other resistance they same as being defeated. If the character suffers any more
have due to armour or mental resistance, and then fatigue while unconscious, they die.
reduces the attacker’s total by the total resistance.
A character can remove fatigue with a Brawn +
Resilience test, or a Will + Resilience test with a
Complication Range
Sa

difficulty of 1. Success removes one point of fatigue, plus


one more for every point of Momentum spent.
Some skill tests might not be more difficult but riskier
or more uncertain than normal. With this in mind, the
RESISTANCE, COVER,
AND MORALE
gamemaster might increase the complication range
of a test, making it more likely that complications will
be generated. Resistance comes in two forms: persistent and conditional.
Persistent resistance comes in the form of a simple
A skill test normally has a complication range of one, number, while conditional resistance comes in the form of
meaning that you suffer a complication for each d20 Challenge Dice.
that rolls a 20. Increasing the complication range by
one means that complications occur on a result of Against physical attacks, a character gets persistent

?
19 or 20. The complication range can be increased resistance from armour, and conditional resistance from
by up to four. cover. Armour is normally something the character
wears like Nachtwölfe’s advanced body armour. Cover
normally comes from terrain or obstacles.

16
Chapter 1  Quickstart Rules
Against mental attacks, a character applies resistance

? Drain: The attack or hazard is especially debilitating.

?
from courage and morale. Courage represents a The character hit suffers one fatigue for each effect
character’s confidence and discipline, while morale rolled.
is the certainty that comes from being inspired or
Intense: The attack has an especially potent effect. If

?
encouraged by others.
one or more Effects are rolled, and the attack inflicts
one or more injuries, the attack inflicts one additional
Characters do not start with any resistance. Cover and
injury.
morale typically come from circumstances – locations
and actions – rather than being part of the character, Persistent X: The attack or hazard has a lingering

?
and therefore a character doesn’t start with any cover or effect. If one or more Effects are rolled, the target
morale either. suffers X stress (of the same type as the initial attack

e
or hazard) at the start of the affected character’s turn,

WEAPON EFFECTS for rounds equal to the number of Effects rolled.

Piercing X: The attack or hazard is especially good



?
When players roll Effects on Challenge Dice, or a 5 or 6
at overcoming resistance. When working out stress,

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on conventional dice (See Challenge Dice Result Table, p.8),
ignore X resistance for each Effect rolled.
they may generate a weapon effect, which comes into play
and deals additional stress. These are usually noted in a Snare: The attack or hazard can entangle and bind the

?
weapon’s stress statistic. Some weapon effects are listed target. The target cannot take any actions of a type
with an X, which is replaced by a number depending on determined by the type of attack or hazard (physical
the weapon, and apply to every effect symbol that is rolled actions for physical attacks, etc.) other than to try and
in the dice pool. break free. It requires a skill test with a difficulty equal
to the number of Effects rolled to break free.
Area: The attack or hazard hits one additional target

? Stun: The attack or hazard leaves the target momen-

?
within close range of the initial target for every Effect

? e
rolled. Secondary targets suffer the attack’s full effects.

Backlash X: The attack is damaging to its source as



well as its target. Each Effect inflicts X stress to the
attacker. This may be physical or mental stress, at the
tarily unable to act. If a number of Effects are rolled
that equal or exceeds the target’s Resilience skill, the
target may not take any actions in their next turn.

Vicious: The attack or hazard is especially potent. Add



?
+1 to the total stress inflicted for each Effect rolled.
pl
GM’s discretion.

TNING ONLY SUCCEEDED


OTTO’S ATTEMPT TO BOTTLE LIGH
EL HOUNDS
IN SUMMONING THE DREADED TEUF
m
Sa

17
Chapter 1  Quickstart Rules

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Magic
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Both Axis and Allies have their own distinct approaches to
the learning and wielding of magic. Magic has been divided
research-driven occultists are typically self-taught or part
of clandestine societies, limiting their knowledge base
pl
into two separate and distinct disciplines: and making them greedy for more knowledge rather than
cautious and reverent. Researchers can learn any spell, but
The first is “battlefield magic”, shorter-term enchantments, are often led to the Mythos, which is dangerous in its own
spells, curses, hexes, charms and blessings, which are right.
primarily used to aid forces involved in combat.
Dabbler
The second is ritualistic magic; more complicated and A character might stumble upon a useful fragment of
m

intricate, but conversely immensely more potent and occult knowledge, perhaps an eldritch tome composed
powerful. It is this kind of magic used to communicate by some maddened scribe, which grants them knowledge
with strange forces and higher darker beings, or effect of a spell. Coming from such a dubious source, such
permanent and lasting change in the mortal plane. learnt spells are flawed and extremely dangerous, and the
character may find it difficult to expand their knowledge

LEARNING MAGIC of the occult further.

Power
Sa

A character can learn magic in three ways.


All spellcasters have a power rating, and this is a crucial
Traditional element of unleashing spells, performing rituals and
The character has spent much of their life studying turning words and actions into meaningful effects.
an occult tradition which is passed down through the
generations, and takes many years of study to master. A tradition-based or researcher spellcaster has a starting
Access to this knowledge is scarce outside of family power of 2 and a dabbler has a power of 1 , but may
or tribal traditions, but the rewards are considerable. push themselves to increase their base Power to 3 , at the
Traditions commonly have an abundance of taboos and cost of adding 1 to Threat for every Effect rolled.
guidelines that shape their use, intended to shield their
users from the worst side effects of wielding magic. All battlefield spells are bound spells meaning they are
stored in the sorcerer’s mantle, a token, fetish, icon or
Researcher wand, which holds the spell’s power until it is ready to be
The character has studied forbidden tomes, occult lore and unleashed. Spells may be held in a mantle for as long as
fragments of precious knowledge to piece together their the caster remains conscious, after which they dissipate
understanding of the paranormal. This is dangerous, as naturally and must be re-stored again.

18
Chapter 1  Quickstart Rules
To cast a battlefield spell spellcasters must first prepare Some spells may allow their target to resist the effects.
their mantle, choosing which spells they wish to hold This turns the skill test to cast the spell into an opposed
ready. A spellcaster may have a number of spells in their test and the attribute and skill combination the resisting
mantle equal to their power. Preparing these spells requires character uses will be mentioned in the spell’s description.
a difficulty 0 skill test, which takes a number of minutes The resisting character’s test uses the spell’s difficulty.
equal to the difficulty of each spell added together. The
attribute and skill used varies – traditional spellcasters In addition, spellcasters learn techniques to ward
use Insight + Survival, research spellcasters use Reason themselves against the supernatural, and the practicalities
+ Academia, and dabblers use Will + Resilience. Once of war have made those techniques more necessary than
prepared, a spellcaster’s mantle contains the chosen spells ever for countering hostile magic.
until they sleep or are otherwise rendered unconscious.

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Spellcasters of all types gain the following reaction:

CASTING A BATTLEFIELD Counterspell: This does not count towards the bound

?
MAGIC SPELL spells in your mantle. Once per round, you may use

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During an action scene, a spellcaster may attempt to cast this when an enemy you can see attempts to cast a
the spells in their mantle. This requires the use of the spell. You roll your power dice; for each Effect rolled,
Prepare minor action and a major action. Spellcasting can the difficulty of the enemy’s spell increases by +1. A
only be attempted once per turn. spellcaster who uses this reaction may not attempt to
cast a spell in their following turn.
The skill used by the spell is determined by the spell’s
description, as is the difficulty of the skill test to cast the This ability is a core element of sorcerous duels—both
spell. The attribute used for this skill test depends on the participants know that they cannot easily cast spells while
type of spellcaster the character is: traditional spellcasters the other can counterspell, but using a counterspell prevents
use Insight, research spellcasters use Reason, and the caster from using spells of their own, creating a tension
dabblers use Will.

e
All battlefield spells have a cost, which is paid when
casting, which takes the form of a number of dice of
mental stress inflicted on the character. A character’s
between the spellcasters as each waits for an opening.

Battlefield Magic Complications


pl
courage and morale resistance apply against this stress As might be expected, complications can be
as normal. This cost is applied after resolving the skill troublesome for a spellcaster. Due to the power they
test to cast the spell, and it applies whether the spell was wield, even the slightest break in concentration, the
successfully cast or not. tiniest error, or the most trivial of mishaps can cause a
spell to spiral out of control.

MOMENTUM SPENDS IN MAGIC As with any skill test, a roll of a 20 is a complication


m

Skilled practitioners of magic can often wield their when casting a spell. However, due to the delicate,
spells with deftness and precision, turning their skill and complicated nature of spellcasting, the complication
knowledge into greater effects. Some spells have specific range of a skill test to cast a spell is increased by the
ways that they can use Momentum generated when spell’s difficulty, so a spell with a difficulty of 2 suffers a
casting, but there are also a number of common uses for complication on a 19 or 20, not just a 20.
Momentum listed here.
Further, the effects of a complication when
Sa

For each Momentum spent, gain +1



? morale spellcasting can often be more severe and more
resistance against the spell’s cost. unpredictable. Magic is a powerful force and
when it goes wrong the effects can range from the
For each Momentum spent, add +1

? to the stress the
unexpected, to the hilarious to the downright deadly.
spell inflicts.
A miscast Spear of Lug might accidentally hit the
For 2 Momentum, double the duration of any spell

? wrong enemy target, or strike an explosive material.
which lasts for a number of rounds. A miscast Bounties of Dagda might heal all enemies
as well as allies, or even bring defeated enemies

RESISTING MAGIC AND back from the dead. Gamemasters should apply their
creativity, ingenuity and sense of fun to devise some
MAGICAL DUELS truly spectacular and devious effects when a spell
Although magic is a potent and dangerous force, it is not is miscast. However, if the spell is successfully cast,
all-powerful and in some cases, spells may be resisted. the spell’s effects will still occur – even complications
Sometimes a spellcaster will have to overcome the innate when spellcasting cannot turn success into failure, it
willpower, resistance and ego of a subject to have a spell can only produce additional effects.
take effect.

19
Mission:
Chapter 2  A Quick Trip to France

A Quick Trip to France

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Introduction
This Quickstart adventure for the Achtung! Cthulhu 2d20 read through before you play it for the first time, paying

fil
system begins in media res. The team has already received special attention to Scene 4: The Summoning, to give you
their mission briefing and is getting close to the drop zone an idea of how the adventure progresses and the options
in the first scene. But as the gamemaster, you need to available to you and the players. The synopsis below
know the background for the rest of the adventure before summaries the adventure and the events leading up to it.
you get them to jump out of the plane! It is recommended Rules will be introduced throughout the adventure and for
that, as the gamemaster, you give this adventure a quick ease of reference are clearly marked with page references.

Synopsis
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It is June, 1940. The Black Sun, one of the major occult
forces within the Nazi regime, has stormed in to take
over the French village of Saint Sulac. The Black Sun are
event which triggered Aramis to make a hasty report to
London about this unexpected and bizarre event.
pl
led by a Master, Jans Stöller, whose recent discovery of While Aramis was attempting to make his report, his
a forgotten tome known as the Azeus Demonicium has Resistance fighters got caught up in a firefight with the
revealed that the chateau at the centre of the village is Black Sun, resulting in his handlers in London receiving a
built on a site of supreme occult significance. garbled and incomplete message.

Contained within the warren of caves below the chateau These events made the upper echelon of Section M, the
is a chamber which holds the Altar of Obeisance, a long British occult intelligence agency, very nervous: Stöller
m

forgotten pre-Roman artefact from a dark Gaulish cult is a rising star within the Nazi occult organisation. What
who were devoted to the worship of the Mythos God, could he be doing in this sleepy French village? As a
Nyarlathotep. Anyone who is able to perform certain result, Section M have put together a team in a hurry and
dark rites on that altar will be able to summon an aspect dispatched them to investigate.
of Nyarlathotep and receive his direct blessing, growing
enormously in power and might. While the players do not know this at first, Aramis and his
comrade, Jean-Paul, escaped from the firefight and may
Stöller’s ambition knows no bounds and he seeks to use be able to provide some assistance. Aramis was shot and
Sa

this rite to elevate himself within Black Sun’s ranks to injured; however, he managed to escape following the
become a Black Sun Canon. He is determined to secure the attack and has found refuge in the cellar of a nearby farm.
dark god’s blessing before his rivals within the Cult can
beat him to it and he has assembled a hand-picked team The players will land in France, make their way to Saint
of loyal Troopers to achieve his aim. Moving swiftly, he Sulac, and have been ordered to locate Aramis and find
has swooped in to secure the village and aims to complete out what is going on. He will be able to provide an
the ritual within a single night before anyone can interfere alternative entrance to the heavily guarded chateau,
with his plans. telling them of the ancient tunnels underneath the village,
one of which extends there from his dairy. Armed with
With the exception of the local resistance leader, Aramis, this knowledge, the players will be able to bypass the
none of the locals are skilled combatants. This is a rural considerable Black Sun defences, confront the diabolical
French village and the sudden Black Sun takeover was Jans Stöller, and hopefully stop him—before the Dark
a surprise to everyone, including the local German Pharaoh can be summoned!
commander whose garrison was summarily ordered out of
town. The Black Sun has also begun to remove villagers You begin this mission with 2 points of Threat for
from their houses as sacrifices for the upcoming ritual, an each player.
20

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